Perfect Dark - Walkthrough/FAQ

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~A FAQ/Walkthrough Created By: Croco~
________________________________________________________________________
This Document is Copyrighted 2000 by Croco. Any reproduction of this document
in part or in whole without the author's consent is strictly forbidden
(excluding personal, private use).
This Extensive FAQ to the Nintendo 64 game Perfect Dark Includes:
*Character List *Weapons List
*Gadgets List *Enemy List
*Guide to the Carrington Institute (Including how to get Gold
Medals in the Target Range)
*Solo Missions Walkthroughs (For Agent, Special Agent, and
Perfect Agent Difficulty Levels)
*Combat Simulator Challenges Help and Arenas Guide
*Learn How to Obtain the Cheats in Record Time
*Co-Op and Counter-Op Strategies
*More! Read On to find out...
Contact Me: croco64@yahoo.com (see Part 4, Section E for details)
-VERSION HISTORY-
------------------------------------------------------------------------
This is currently Version 2.1 of the Croco FAQ/Walkthrough for Perfect Dark,
Created 11/20/2000.
Version 2.1- Created 11/20/00
So, why haven't I updated for a few months? Laziness. Angry? Too bad! There's
nothing you can do about it! Ha ha ha ha ha!!! Sorry. I'm back finally with a
new Version and some new things for this FAQ. New stuff includes the Perfect
Agent Carrington Villa walkthrough, a New Section explaining the Combat
Simulator Rankings, Challenges 5 and 6 in the Combat Simulator, how to get the
Marquis of Queensbury Rules Cheat, three new Weapons Training tips, new Cheat
Descriptions, and finally some new Reader Set-ups. The wait seems to be well
worth it.
Version 2.0- Created 8/15/00
Since it's only been a few days since my last update, this one isn't as large
as usual. There's three new levels included, as well as another gun added to
the Firing Range. That's all.
Version 1.9- Created 8/11/00
I know I missed the expected update date, but the last update wasn't posted
untill 8/7/00, so I've decided to give you reader's a little extra time to
read it. Anyway, I can't believe I'm already at Version 1.9... it seems like
it happened so quickly (unlike me finishing my FAQ :). My big updates have
returned with four new levels covered, completing the Special Agent
Walkthrough. Also included is a new section: Glitches and Tricks (see Part 4)
and two new Challenges. Finally, this update should put me over 400k. It's
getting pretty big!
Version 1.8- Created 8/4/00
I forgot to tell you all this, but in my last update I implemented a new
feature, found underneath the Update Notice, that will inform you the
approximate date that the next update will be here. A nice handy feature in my
opinion. Anyway, in this update I've gone back to my normal "3 levels, 1 gun"
update with Missions 6 and 7 and the Laptop Gun for the Firing Range.
Version 1.7- Created 7/28/00
Am I crazy or what? In the last update, I covered five levels, more than I
normally do. In this update, I have six new levels explained! Now only that,
but I've started two new sections: Co-Op/Counter-Op Strategies, and the Cheats
Walkthrough. And finally, I've added two new guns to the firing range. What a
nice trend... larger and larger updates.
Version 1.6- Created 7/23/00
Well, a week later and another update, but this one's a little bigger than
usual. I've added five new levels to various Walkthroughs, and have also
updated the Firing Range and Cheats sections. Even better, the entirely new
section, the Combat Simulator Multiplayer Strategies, has been started on. Not
too shabby...
Version 1.5- Created 7/17/00
Hmm... I'm getting a little behind on my updating. Oh well, what matters is
that there's an update now, which includes an added level to the Agent,
Special Agent, and Perfect Agent Walkthroughs. Strangely, each of the levels I
covered this time take place in the same location! Also, I've added a few new
Combat Simulator setups sent in by readers.
Version 1.4- Created 7/10/00
Finally, I'm back from vacation and ready with another update. This update
marks the completion of the Agent Walkthrough (at least the normal missions),
covering the final three missions. Also, as usual I have a mild update to the
Firing Range, and have rewritten and organized the Cheese Guide. Enjoy, and
expect more work on the Special Agent Walkthrough and the start of the Perfect
Agent Walkthrough soon!
Version 1.3- Created 6/30/00
Unfortunately, I didn't get that update "in a few days", but It's still only a
week later. Also, I'm going on vacation next week, so don't expect another
update anytime soon (probably will be 10 days or so). But for now, I've
completed Mission 6 in the Agent Walkthrough, and I've also got a handy Cheese
Guide for those of you who want to find all the hidden pieces of cheese. Oh
yes, I've been handed a way to complete the challenges without any work at all
(well, barely any work) and some more cool setups, so check that out too. See
ya in a couple of weeks.
Version 1.2- Created 6/23/00
Like usual, I've added a new mission onto the Agent Walkthrough, but unlike
usual, I've added a new section. I've finally gotten started on those Combat
Simulator Challenges, even though I'm not very far as of now. Shockingly, I've
updated the Special Agent Walkthrough as well with a the second level. I'm
hoping to update everything again in the next few days, so stick around.
Version 1.1- Created 6/17/00
Well, I decided to update again a mere five days after the original! I think
this breaks some sort of record for me. Anyway, with this update I've gotten
in Mission 4 (Area 51) for the Agent Walkthrough, and I've also updated quite
a few of the sections in Part 2, which includes Sections A, B, C, G, and H.
And finally, I've finished the Hologram Training Strategies and added some
more tips for the Firing Range in the Carrington Institute Section. That's all
for now, stay tuned for more updates soon.
Version 1.0- Created 6/12/00
Well, I've decided to begin work on a Perfect Dark FAQ, which is currently one
of my favorite games. This game is also very popular, so I hope I'm not making
a huge mistake, as I will probably be flooded with e-mails... oh well, that's
OK. Anyway, enjoy this new FAQ by looking through the completed sections,
which includes all of Part 1, Part 4, most of Part 2, and these specific
Sections of Part 3: In Part 3, I've begun work on the Carrington Institute,
the Agent Walkthrough (Levels 1-6) and the Special Agent Walkthrough (Level
1). I haven't started on the others. Have fun looking around, and expect some
updates in the future.
------------------------------------------------------------------------
UPDATE NOTICE: New to this update is the Carrington Villa Walkthrough, the
Combat Simulator's Challenges 5-6, how to get the Marquis of Queensbury Rules
cheat, a new section explaining the Combat Simulator Rankings and what you
need to advance, info on how to get the Training medals for the AR34, Super
Dragon, and Shotgun, some new Cheat Descriptions, and finally some new set-ups
sent in by readers.
NEXT UPDATE: Who knows... pray it's sometime in the next ten years...
________________________________________________________________________
~TABLE OF CONTENTS~
I. Part 1- Introduction
A. Introduction
B. Author's Comments
C. Story
II. Part 2- Guides and Lists
A. Controls & Play
B. Characters
C. Enemies
D. Weapons
E. Gadgets/Items
F. Vehicles/Robotics
G. Cheats*
H. Simulant Types
I. Combat Simulator Rankings
III. Part 3- Walkthroughs
A. Carrington Institute
1. Firing Range*
2. Gadgets Training
3. Hologram Training
B. Agent Mission Walkthrough
1. Mission 1 (Levels 1-3)
2. Mission 2 (Level 4)
3. Mission 3 (Levels 5-6)
4. Mission 4 (Levels 7-9)
5. Mission 5 (Levels 10-12)
6. Mission 6 (Levels 13-14)
7. Mission 7 (Level 15)
8. Mission 8 (Level 16)
9. Mission 9 (Level 17)
10. Special Assignments*
C. Special Agent Mission Walkthrough
1. Mission 1 (Levels 1-3)
2. Mission 2 (Level 4)
3. Mission 3 (Levels 5-6)
4. Mission 4 (Levels 7-9)
5. Mission 5 (Levels 10-12)
6. Mission 6 (Levels 13-14)
7. Mission 7 (Level 15)
8. Mission 8 (Level 16)
9. Mission 9 (Level 17)
10. Special Assignments*
D. Perfect Agent Mission Walkthrough
1. Mission 1 (Levels 1-3)
2. Mission 2 (Level 4)
3. Mission 3 (Levels 5-6)**
4. Mission 4 (Levels 7-9)**
5. Mission 5 (Levels 10-12)**
6. Mission 6 (Levels 13-14)**
7. Mission 7 (Level 15)**
8. Mission 8 (Level 16)**
9. Mission 9 (Level 17)**
10. Special Assignments**
E. Combat Simulator Challenges Walkthrough*
F. Combat Simulator Multiplayer Strategies
1. Arenas Guide*
2. Multiplayer Strategies
G. Co-Op/Counter-Op Strategies
H. Cheats Walkthrough*
I. Cheese Guide*
IV. Part 4- Additional Help
A. Additional Tips
B. Combat Simulator Suggested Set-Ups
C. Glitches & Tricks
D. Frequently Asked Questions
E. Contact Info/Credits
F. Closing Statement
_______________
*: This symbol indicates that this section has been started on, but is
currently under completion. Expect more in future updates.
**: This symbol Indicates that this section has not been started on at all.
When it will be started on is usually based on the order it is on the list.
: No Marks indicate the section has been completed.
Where Should You Go?
Part 1: This section allows you to get to know my view on the game and
why I wrote this FAQ. The story to the game is also included in this
section. You can skip it if you want.
Part 2: This has good information on the aspects of the game, such as
enemies and items. If you're an experienced player, you can skip
this section, but there still is plenty of good, detailed info that
any PD fanatic must know.
Part 3: This is the real meat of the FAQ, and where you can find info on
the game, with walkthroughs, guides to the combat simulator, and
more.
Part 4: This section is generally miscellaneous things. If you've
checked all over and can't find what you need, someone may have the
same problem or one of the tips may help you out. If they don't you
can always contact me, and info on how to do so is found here. Also,
credits and thanks are given out to those who helped me. Finally,
there are some Multiplayer Settings recommendations for interesting
battles.
________________________________________________________________________
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/ //\ | __/ -PART I: INTRODUCTION- / / / /\\ \
/_//_/-| |==================================/___/--\_\\_\
|/
- - - - - - - - - - - - INTRODUCTION - - - - - - - - - - - -
Does this game even need an introduction? Perfect Dark is nearly perfect
when it comes to first-person shooters. Goldeneye was hailed for its FPS
greatness when it came out, and it looks like PD will be the same way. It
takes the Goldeneye formula and builds on it with cool new futuristic settings
and weapons.
After countless delays by Rare, who added to and dropped from (Game Boy
Camera features?) the game, they were finally ready to bring it out in May.
And I don't think I could've been much more pleased with the results. This is
an excellent game, and even though it's made by the famous Rareware, it still
surprised me.
PD is bound to be compared to Goldeneye. It's quite similar in graphics,
play control, and even some of the animations have returned. On the outside,
it looks too similar to Goldeneye. Still, Perfect Dark will come to feel like
a different game once you get into it. It has all of the things that made Bond
great, plus a little more to change things a enough to make it more fun to
play. PD is definitely a step above Goldeneye in every category, be it the
cooler weapons (each with secondary functions), tons of gadgets for secret spy
missions, or the enemy AI. Any Goldeneye fan would have a great time with
Perfect Dark... I know I did.
- - - - - - - - - - - - AUTHOR'S COMMENTS - - - - - - - - - - - -
Of all my FAQs, this is by far the one I've thought about the longest. And
I mean thinking about it as in "should I do it?". Before the game came out, I
thought that the second the game did come out, FAQ writers would be racing
like mad to get in their FAQs first, and within a matter of days there would
be 20 or so FAQs there, meaning no space for me. I, on the other hand, wanted
to play the game first, get it down, and beat at least most of it before I
start on a FAQ. Plus, I tend to like to take my time when writing. Rushing to
make one wasn't for me, so I thought "Nope, no PD FAQ.".
Of course, I must have reconsidered this sometime or you wouldn't be
reading this, right? Despite my decision not to make one, I couldn't get the
thought out of my head about starting a FAQ. I eventually realized that I
really wanted to make one, I should make one. Fortunately, by this time I had
also realized that the number of new FAQs had grinded to a halt and there was
plenty of room for mine. So I embarked on the mission to make this FAQ. And
I'm quite happy I did, too.
Recently I decided to delay to release of this FAQ, so I could fit more
stuff into each of the sections and add a few extra levels to the walkthroughs
(that's right, it was about to be even shorter). If I can actually complete
everything in this difficult game, maybe you'll see the rest of the stuff in
the Table of Contents... probably not for a while, though.
- - - - - - - - - - - - STORY - - - - - - - - - - - -
Writing up the story in my own words wouldn't sound too good, so instead
I'll let you read this nice excerpt from the Perfect Dark manual:
"Since the dawn of man, our planet has been watched. The reasons for this
interest differ from race to race: some merely wish to observe until humanity
has evolved to a point where they can introduce themselves without sparking
mass panic, while the motives of others are considerably less benign.
"Not all humans are oblivious to the watchers above and among us. Daniel
Carrington, head of the elite Carrington Institute, suspects that rapid
technological developments at dataDyne HQ are the result of the corporation
taking a dark path to first contact-a path which apparently branches through
major government agencies.
"Whether or not his suspicions are justified, it is clear that events are
rushing to a head. People are being abducted, animals mutilated. Someone
amongst the stars desperately wants something they believe us to have, and
Carrington suspects that the grand plan penetrates far deeper than the recent
surface incidents. Using all means available, the Institute has resolved to
find out exactly what is going on before urgent messages from one Dr. Caroll
located deep within the heart of the dataDyne operations. requesting
extraction from the company before alleged threats on his life are actually
carried out.
"Cue freshly qualified Agent Joanna Dark, code-named Perfect Dark thanks to
her unprecedented achievements in training. Her first real assignment could
hardly be of more importance: infiltrate the dataDyne skyscraper, locate Dr.
Caroll, and bring him back to the Institute undetected and unharmed. With
events at dataDyne shrouded in mystery, yet moving so fast, whatever knowledge
Dr. Caroll possesses could ultimately decided the fate of the human race."
-GAME STORY:-
To make this section a little more interesting, I've added the story of the
game here as well. This will describe some of the major events that go through
the entire story. If you've finished the game, this may be fun to read. If you
haven't, I suggest not reading this (unless you don't mind finding out about
what's going to happen).
*Warning! Possible Spoiler!*
Speeding across the skies of the city, the Jumpship prepared to stop above the
headquarters of the infamous dataDyne Corporation, Lucerne Tower. The
Carrington Institute, world renowned for its efforts to maintain peace (while
at the same time producing a hoard of deadly weapons for its operatives), has
sent their top agent for her first mission: infiltrate the
Tower and rescue a Dr. Caroll. Dr. Caroll had managed to contact the Institute
earlier, pleading for them to send someone to rescue him. Dr. Caroll had all
the information on dataDyne's plans, so Daniel Carrington, founder of the
Institute so modestly named after himself, didn't think twice about rescuing
him. This mission would also test the new agent and she if she was all she's
cracked up to be.
Joanna Dark, code named Perfect Dark, jumped down to the roof of the Lucerne
Tower. Carrington wondered if would see her again. Several hours later he got
word from her that she had retrieved Dr. Caroll and was making her escape.
That was when he also got news from his Jumpship that a Hovercopter was nearby
and it would not be able to pick Joanna and Dr. Caroll up until it was gone.
Carrington was in a desperate situation. Only Joanna had the means to take out
the Hovercopter, but a fully armed Hovercopter against a human? Despite the
odds, Joanna took it out, and raced to the roof where the Hovercopter was
waiting.
Cassandra de Vries, CEO of the dataDyne Corp., tried to stop Agent Dark from
taking her best employee and threaten the future of her company. Joanna was
too fast, however, and was able to escape. But Cassandra knew how to get Dr.
Caroll back. When Perfect Dark arrived back at the Institute, news of
Carrington himself being captured reached her and she immediately set out to
save him.
Speeding through Carrington's private villa, Joanna reached his location, but
was unfortunately too late. Carrington had revealed Dr. Caroll's location, but
also managed to pick up from his enemies that a meeting at the G5 Building in
Chicago was scheduled.
Agent Dark arrived in Chicago and snuck into the G5 building. Sneaking
stealthily through the building, she took a holograph of the meeting, where
she learned that the President's life was at stake. She left only after
stealing the back-up files needing to undo Dr. Caroll's reprogramming.
Carrington had yet another mission for her as soon as she departed from the
building. Despite her information on the President, a more pressing matter
came from Area 51. An alien from the Maian race, whose people contacted
Carrington frequently, had crash landed and was about to be dissected.
Carrington knew this guy was important, and risked sending Joanna through the
tightest of security to retrieve him. Helped by the secret agent inside the
complex, known as Jonathan, Agent Dark broke into the labs and prevented the
Maian from being harmed. An escape seemed impossible, but Joanna managed to
get out in the now-awake Maian's ship. The Maian's name? Why, it's quite a
common name for an alien: Elvis.
Now it was time for Joanna to aid the President. Trent Easton, head of the
National Security Agency (and also working for Cassandra and the mysterious
Mr. Blonde, who seemed to be the most interested in the plans of dataDyne),
requested the use of the Deep Sea sub, the Palagic II, from the U.S.
government. The President refused, so Trent decided to create a President that
wouldn't... a clone of sorts. But there never could be two President's, so one
would have to go.
Agent Dark disguised herself and managed to sneak on to Air Force One as it
departed from its latest stop in Alaska. Managing to get to the President
before Trent could replace him, she evacuated him to safety. However, as he
left a ship appeared alongside Air Force One... a Skedar ship. The Skedar,
another alien race, was much more fearless and ruthless than the Maians. And
they had plans here as well. The Skedar Shuttle connected to Air Force one and
began spewing out fearsome enemies. The only way to stop it was to disconnect
it. Elvis appeared at the last second, but was too foolish and caused all
three of their crafts to crash in the cold lands of Alaska.
Emerging from the wreck, this was Joanna's chance to stop the replacement of
the President once and for all. She found the clone and took it out, and made
sure that the President was OK. Mr. Blonde, on the other hand, was not very
pleased. Especially at Trent. This was the last time Trent would fail him, as
he changed back into his true Skedar form to kill him.
When Joanna, Elvis, and the President were rescued, Carrington informed them
of the theft of the Palagic II by the dataDyne Corp. Joanna decided to take
the sub back and see what was on the ocean floor that was needed so badly by
Mr. Blonde, the Skedar, and the dataDyne Corp. When she arrived, she found a
powerful Cetan weapon that could destroy earth in mere seconds. Elvis, who had
tagged along, was able to disable the machine. As they left, Agent Dark and
Elvis ran into Dr. Caroll. They reprogrammed him back to his normal self, but
there was little time for greetings. Dr. Caroll immediately told Agent Dark
and Elvis to leave fast, as he was about the destroy the entire complex
beneath the waves. Dark and Elvis made it out of there on the sub, the
explosion nearly consuming them.
Back on land, everything seemed fine. Carrington, the Maian ambassador, and
the President had agreed to talk to each other for the first time. But as they
were about to leave, the Carrington Institute was assaulted by a group of
Skedar warriors and dataDyne Troops. Joanna managed to get everyone out of the
Institute safely, but didn't manage to help herself. She awoke on a Skedar
attack ship, cellmates with Cassandra de Vries. Cassandra decided that she
would rather get even with the Skedar, and helped Joanna make an escape,
sacrificing her life in the process. Joanna hacked into the ships defenses and
managed to get some Maian support. She and Elvis then took control of the ship.
Their next stop was the Skedar homeworld, where they hoped to get rid of the
Skedar once and for all. Joanna scoured the ruins for their leader, but when
she found him, he was more heavily armed and shielding then she thought.
Devising a plan, she managed to shoot a spike from one of the Skedar holy
symbols to fall on the leader and impaled him. The Skedar were defeated, and
Agent Dark had succeeded.
But wait, were all the Skedar defeated? Whatever happened to Mr. Blonde?...
________________________________________________________________________
___ __
/\---| _ \==================================/ \---/\
/ //\ | __/ -PART II: GUIDES AND LISTS- / / / /\\ \
/_//_/-| |==================================/___/--\_\\_\
|/
- - - - - - - - - - - CONTROLS & PLAY - - - - - - - - - - -
If you've played Goldeneye before, Perfect Dark's controls will be very
familiar. Nonetheless, Rare has added a few new features to help you out. Note
that these controls are for the standard control setting, 1.1. To switch your
control style, go to the options menu and select "Control". You can choose
from four control styles using one controller and four control styles using
two controllers, just like in Goldeneye. I recommend 1.1 for anyone, even if
you've already gotten used to another style.
~STANDARD CONTROLS~
Control Stick Up: Move Forward
Control Stick Down: Move Backward
Control Stick Left/Right: Turn
A Button: Switch Weapon (Cycle Forward)
B Button: Action Button (Open Doors, Reload Gun, Grab onto Object, etc.)
Top C Button: Look Down
Bottom C Button: Look Up
Right C Button: Strafe Right
Left C Button: Strafe Left
R Button: Manual Aim
Z Button: Fire Weapon
Start Button: Pause Game (and open Briefings, Objectives, Inventory, etc.)
Control Pad Up: Look Down
Control Pad Down: Look Up
Control Pad Right: Strafe Right
Control Pad Left: Strafe Left
L Button: Aim
Hold R and Press Bottom C: Duck
Hold R and Press Bottom C Twice: Crouch
Press A and Tap Z: Cycle Backwards Through Weapons
Press B and Tap Z: Use Weapon's Secondary Function
~NEW FEATURES~
Hold A Button: Access Quick Menu
The Quick Menu is an excellent feature. It allows you to access any
of your weapons or gadgets right in the middle of the game and without
pausing. Hold Down A to activate it, then move the Control Stick so
you highlight the weapon/item you want, then release A. You'll
immediately switch to the weapon and won't have to cycle through.
Hold B Button: Switch to Secondary Function
Each weapon has a secondary function in addition to its primary
function. Only one can be used at a time (unless the secondary
function is an "upgrade" to the primary function), so switch back
and forth between them by holding down the B button. When the red box
at the bottom switches to yellow and a description of the secondary
function comes up, its been activated.
_______________
~ALTERNATE CONTROLS~
-Style 1.2
Control Stick Up/Down: Look Up/Down
Control Stick Left/Right: Turn
A Button: Switch Weapon (Cycle Forward)
B Button: Action Button (Open Doors, Reload Gun, Grab, etc.)
Top C Button: Move Forward
Bottom C Button: Move Backward
Right C Button: Strafe
Left C Button: Strafe
R Button: Aim
Z Button: Fire
-Style 1.3
Control Stick Up/Down: Move Forward/Backward
Control Stick Left/Right: Turn
A Button: Fire
B Button: Action Button (Open Doors, Reload Gun, Grab, etc.)
Top C Button: Look Down
Bottom C Button: Look Up
Right C Button: Strafe
Left C Button: Strafe
R Button: Switch Weapon
Z Button: Aim
-Style 1.4
Control Stick Up/Down: Look Up/Down
Control Stick Left/Right: Turn
A Button: Fire
B Button: Action Button (Open Doors, Reload Gun, Grab, etc.)
Top C Button: Move Forward
Bottom C Button: Move Backward
Right C Button: Strafe
Left C Button: Strafe
R Button: Switch Weapon
Z Button: Aim
_______________
-OPTIONS-
Reverse Pitch: When you normally play (when this is on), when you press
Up/Forward you look/aim down. Switch this off and pressing Up/Forward makes
you look/aim up. Either way is fine, it's more of personal taste for this one.
Look Ahead: When you look up or down and start walking, with this on it'll
center your view back to the normal. With it off, you'll continue to look in
the same direction. This is good in some situations and bad in others. I like
to leave it on, because it can get my view back to normal quickly.
Head Roll: It's helpful to turn this off. When you aim, your head would move
slightly when this is on, messing up your aim. Turning it off will make
everything stay still. Unless you like realism (like me), it's best to turn it
off.
Auto-Aim: The Auto-Aim option is always on and quite helpful. When you aim
near an enemy, the aiming will shift over to the enemy automatically. It's
good to leave this on, but don't become too dependent on Auto-Aiming, because
it takes longer than manual aiming.
_______________
FIGURE 1: Reading the Health Meter
Emergency ----> _______ __________________________ \ \___________________________________/ /
Meter \_____________________________________/
*When the normal Health meter is depleted, the red Emergency Health
Meter is displayed.
________________________________________________________________________
- - - - - - - - - - - CHARACTERS - - - - - - - - - - -
To follow the story, one must know about each character. Without knowledge
of them beforehand, you'll most likely be confused when they appear. Knowing
them, it will be easy to follow the plot, concentrating on the advancing story
rather than who the characters are. Consult this guide to learn about them.
Note- There may be some mild spoilers in this character guide. I won't reveal
any major part of the plot, but some of the profiles may. If you don't want to
learn about some of the plot, skip the entries for any characters you have not
met, and even then perhaps skip Mr. Blonde's.
-JOANNA DARK-
Race: Human (Female)
Age: 23 years, 2 months
Training Status: Complete
Training Grade: A++
Active Status: Assigned
Relation: Carrington Institute Operative
Preferred Weapon: Falcon 2
Profile: Highly trained but inexperienced. Superb reactions. Proficient
with a variety of weapons. Very competent all-around agent. Highest
recorded training scores resulted in the creation of a new class of
training grade. The embodiment of the Carrington Institute's ideal
agent, hence the call sign "Perfect Dark".
Joanna is the top agent at the Carrington Institute, and is the character who
you will play as throughout most of the game. She is very skilled in stealth,
weaponry, and technology, making her the best agent the Carrington Institute
has ever had. Because of her skill, she is often sent on dangerous missions to
advance the knowledge of the Institute.
-DANIEL CARRINGTON-
Race: Human (Male)
Age: 62 years, 8 months
Training Status: N/A
Training Grade: N/A
Active Status: N/A
Relation: Carrington Institute Owner/Founder
Profile: Intelligent patriarchal scientist/entrepreneur and founder of
the Carrington Institute, which introduces new technologies to the
public. Plans all missions carried out by his agents and runs each
operation from a link in his office. Strange taste in clothes.
He founded the Carrington Institute, and will be a close friend during your
missions. He will get you started on your training and will brief you before
every mission, giving you your objectives and anything he knows about the area
and the situation.
-MR. BLONDE-
Race: Skedar (disguised as Human Male)
Age: Unknown
Relation: Key Skedar Warrior
Preferred Weapon: His own claws
Profile: This is a Skedar warrior lurking within a holographic
projection of a striking blonde young human male in his late 20's.
The oral modulation unit gives the Skedar a precise, persuasive,
and intelligent voice. It is a propaganda and manipulation tool
for the Skedar, and an unusually subtle one.
Mr. Blonde, holographed as a tall, blonde human, is actually a fierce Skedar
warrior in disguise. He wants to gain access to the sub Palagic II even more
than Cassandra and Trent, as his race could use what he expects to find on the
ocean floor to his advantage.
-TRENT EASTON-
Race: Human (Male)
Age: 32 years, ? months
Relation: Head of NSA
Preferred Weapon: Gold Plated DY357 Magnum
Profile: Head of the National Security Agency. Has a friendship of
sorts with Cassandra de Vries, although it operates more like a
partnership of interest. He will tend to do what Cassandra says,
possibly because although he has a dominant personality, it is not
as dominant as hers. Figurehead for some of the rogue elements in
the NSA.
Trent works for the government of the United States, but also has strong
relations with the dataDyne Corporation. He has close relations to the
President as well, and often debates with him over issues. The latest one is
about dataDyne's use of the Palagic II submarine, which he explains "will show
that America supports its businesses." However, the President is reluctant to
give this powerful vessel to him, which may cause Trent to take action...
-CASSANDRA DE VRIES-
Race: Human (Female)
Age: 39 years, ? months
Relation: dataDyne CEO
Analyst Note: The head of dataDyne Corp. Addicted to power, dislikes
being anybody's underling. Hates it when she loses the initiative.
Is prepared to do extremely unscrupulous things in order to get
ahead of her competition, primarily Daniel Carrington, whom she
despises.
Cassandra, the leader of the mysterious dataDyne corporation, is very
intelligent. She is not skilled at combat, but usually has plenty of guards to
back her up. She often makes negotiations with others to further her company's
power. She spends most of her time in her office at the top of dataDyne's
Lucerne Tower. Despite her evil nature, resist temptations to kill her.
-ELVIS-
Race: Maian (Male)
Age: 320 years
Relation: Maian Ambassador's Bodygaurd
Preferred Weapon: Farsight XR-20
Profile: An alien from the Maian race. He is a 'Protector' (bodyguard)
for the Maian ambassador who travels to earth at Daniel Carrington's
request. Protectors are trained to excel in the use of an assortment
of weaponry. Elvis is a terraphile, finding Earth and everything
about it fascinating.
Protector 1, or Elvis as he has people of earth call him, is a Maian alien. He
crash landed into earth, and was knocked unconscious. He has recently been
transported to Area 51, where an autopsy is to be taken place. Elvis is of
vital importance to you missions, so you must not let this operation go
through. He pilots a saucer-like craft, and uses the powerful Farsight XR-20
as his main weapon. He also wears tennis shoes and sometimes an American-flag
vest. Which is very strange, especially for a respected alien. His real name
is Aelphaeis Mangarae.
-DR. CAROLL-
Race: The Caroll Sapient (AI)
Age: 6 months
Relation: Key Figure in dataDyne Corp.
Profile: An artificial intelligence created by the dataDyne Corp. with
an emphasis on language skills and code breaking. Fortunately, he has
morals, and due to his intelligence, has guessed some of dataDyne's
future plans. The voice is highly precise and educated and simulates
the character of an academic.
Dr. Caroll calls for your help at the beginning of your quest. He doesn't
approve of what dataDyne is doing, and wants to get out of there as soon as he
can. If he doesn't, dataDyne will reprogram him so he has no moral objection.
He wishes to defect to the Carrington Institute, and the information he
possesses is critical. The information he holds regards dataDyne's future
plans, which would be very helpful to know.
-U.S. PRESIDENT-
Race: Human (Male)
Age: 50 years
Relation: President of the United States
Profile: A highly educated, shrewd African-American who is trying to do
what is right but is surrounded by people like Trent Easton. He
believes he has Trent under control after refusing the request for
the loan of the Palagic II to the dataDyne Corp. Perceived as being
easily led by the majority of political commentators, which is
perhaps unfair.
This guy is obviously a big part of America, which is the main reason that
someone is plotting to get rid of him. His safety may be in danger, and the
one who's threatening it is the one he least suspects. He's currently trying
to get Trent Easton off his back for his idea of letting the dataDyne Corp.
use the deep sea submarine, Palagic II. Although his profile states that he is
an African-American, he doesn't appear to be so in the game.
-JONATHAN-
Race: Human (Male)
Age: 28 years, 5 months
Training Status: Complete
Training Grade: A+
Active Status: Undercover
Relation: Carrington Institute Undercover Agent
Preferred Weapon: DY357 Magnum
Profile: The Institute's most experienced undercover agent. Highly
accurate with chosen weapon (Magnum Revolver). Perfectly suited to
undercover missions. Less suited to out-and-out combat. Before Joanna
Dark, he held the honor of having the highest recorded training
scores.
Jonathan isn't as good at super-dangerous missions, so he instead infiltrates
the enemy complex as a spy, relaying information to the Institute. He's also
skilled with explosives and has excellent aim. You'll meet up with him several
times, and he'll be sure to help you out some way or another.
-FOSTER-
Race: Human (Male)
Age: Unknown
Relation: Carrington Institute's Weapons Expert
Preferred Weapon: RCP-120
Profile: None
Foster, the Carrington Institute's genius at weaponry, hangs out in the firing
range, having you test the guns he's made and found and working on new weapons
for you to use. His latest project is the RCP-120, but he won't be finished
with it until late in the game.
-GRINSHAW-
Race: Human (Male)
Relation: Carrington Institute Identity Expert
Preferred Weapon: His annoying voice
Profile: None
Grinshaw keeps track of any characters you meet with essential data and
profiles for them. He's quite annoying in person. He'll add any essential
characters that you meet to the character list.
________________________________________________________________________
- - - - - - - - - - - ENEMIES - - - - - - - - - - -
Obviously, there are many different enemies you'll find throughout the
game. While most of them are guards, there are also some new, alien enemies,
such as the evil Skedar warriors. Each enemy will have different weapons,
armor, and speed, which means you'll need to approach each one differently.
___________
_/-TERMS KEY-\________________________________________________________
|Weapon: The weapon explains the weapon the guard uses to attack. |
|Armor: Armor rates the amount of damage the enemy can sustain by these|
| categories: |
| *Very Poor, Poor, Average, Good, Excellent |
|Intelligence: This rates how quick an enemy will react and how it will|
| act, rated by these categories: |
| *Low, Average, High* |
|Found: This tells which levels the enemy can be found in. |
|______________________________________________________________________|
FIGURE 2: Enemy Hit Areas __
/A1\ /A/| A2 |\3\ A2: Body Shot - Medium Damage
/_/ | | \_\ A3: Limb Shot - Minimum Damage
Body--> | __ |
| || |
| || |
|A||3| CENTER ROOM PILLAR ROOM DIRT AREA
| ^ \ ^
| | DEAD-END | |
V V ^ | |
DIAMOND ROOM SNOW AREA
WEAPONS LOCATIONS:
1. This is found on the ground floor of the Balcony Room, in between
the two pillars. It can also be found down either hall from the
Diamond Room, near the passages that connect the halls to the
Center Room.
2. You can find Weapon #2 on the top of the Far Balcony, in the
corner of the Diamond Room, or on the ledge leading from the
Center Room in the Pillar Room.
3. Locate these weapons on the upped ledge leading from the Dirt Area
in the Pillar Room, in the center of the bottom floor in the Center
Room, or behind the Corner Pillar.
4. Weapon #4 is probably the hardest to locate, as it can only be
found in the back of the Dirt Area or at the short dead-end in
the underground Tunnel.
5. Look for #5 in the Dead-End or in the long passage connecting
the Pillar Room and the Balcony Room.
6. The last of the Weapons is found either in the bottom of the
Snow Area or in the Central Area in front of the passage leading
to the Balcony Room.
HILL LOCATIONS:
1. The bottom floor of the Center Room.
2. The Dirt Area.
3. The Diamond Room.
4. On top of the Far Balcony.
5. The Dead-End (near the Snow Area).
CASE BASES:
1. The Snow Area
2. The Dirt Area
3. The Diamond Room
4. The Far Balcony
RECOMMENDED LAPTOP LOCATIONS:
-A good place to place one of the Laptop guns is on the wall in the
center of the passages leading from the center room. These passages
are taken a lot, and opponents won't know about the gun until it's
too late. Place it in the lower corner of the outer wall.
-Planting a Gun in the Snow Area is a good idea, too. It'll be hard
to spot it with all the bumps and hills, and quite a few people go
through this area.
RECOMMENDED BASE LOCATIONS:
-One of the best places to set up a base in this level is on the Far
Balcony. There's only one entrance, so it'll be hard to get up to
your level. The biggest problem with this area is that the wall on
the balcony is very low, not offering much protection. To make use
of it, kneel down (crouching is too much).
-The bumpy Dirt Area is another good place for a base. It only has
one entrance, and it'll be hard to hit anyone in the base if they
keep moving. Also, there is a hole in the bottom that you can
escape through if you have to.
STRATEGIES:
-Use the many pillars and other structures in this to your advantage.
You can hide behind them and only stick a little bit of your body out
to fire. You can also hide behind larger pillars, than unexpectedly
leap out at your opponents (if you're playing with no radar).
-Practically every part of the level is accessible from the Center
Room. Not only can you jump down to the ground floor, but each
corner allows access to another part of the level.
-It's very hard to hit people running up and down the hills in the
Dirt or Snow areas, so run in here if you're being chased. However,
keep in mind that it will be hard for you to fire as well if you're
running around these slopes.
-The Underground Tunnel is another good way to get around the arena
quickly, especially if you're on the lower floor. However, watch
out for explosives in these tight areas, as one is hard to dodge.
*More Arenas Coming Soon!!!*
-CROCO'S TOP 10 ARENAS-
1. Complex
2. Area 52
3. Skedar
4. Felicity
5. G5 Building
6. Grid
7. Temple
8. Villa
9. Ravine
10. Fortress
-READER'S TOP 5 ARENAS-
*Send In Your Favorite Arena!*
________________________________________________________________________
- - - - - - - - - - - - MULTIPLAYER STRATEGIES - - - - - - - - - - -
Well, the Arenas Guide will help you out with all the levels, but there
still are a bunch of extra tips that can be used in many situations and in
many games. These strategies will help to improve your game and make you a
better player. These are intended mostly for humans, but can work for
Simulants too. Humans and Simulants think very differently, so the experience
is different when playing them, and so are some of the strategies. Anyway,
below are a few tips I've come up with. Feel free to send me any you think are
good and that I'm missing.
-STRATEGIES-
- If someone's holding up in an area and you're having trouble getting them
out, look for a hole in the walls, ceiling or floor. Oftentimes there is one.
If you're playing with Laptop Guns, throw one into it and the opponent will be
dead before he can react.
- When placing a Laptop Gun, don't throw it right out in the open. If an
opponent can see it, they can avoid it, or even worse, destroy it. Try to
plant it in out-of-the-way spots, preferably darker areas. Surprise is key
when placing a Laptop. On levels like the Complex, the Laptop blends in with
the surroundings.
- After you get two kills with a Laptop Gun, it's about time to replace it.
First of all, it may very well be out of ammo by now. Also, by this time
opponents will probably know its location, and will start to avoid the area.
Place it in another well-traveled area. You may pull three or four kills off,
but it'll take too long to get a kill to make up for what you could have
gotten if you replaced it.
- There are three effective ways to take out players in a fortified base. One
is the Laptop method described earlier. The best way is to use the Farsight's
Target Locator, and it'll be a rather easy kill (they probably won't have much
room to move... and if you don't kill them, they'll run away). Another good
method is to use the Slayer's Fly-By-Wire function. You'll be able to control
it's movement, heading for their base.
- Use the Threat Detector on the K7 Avenger or Timed/Proximity Mines to locate
dangerous materials. This is especially useful for finding mines and Dragons
in their proximity mine form.
- You can also discover whether or not a Dragon is real by fire bullets... a
fake one will explode, while a real one will not. Shoot mines, too, to get rid
of them.
- Set up a base when you need to; like when you're ahead and you want to keep
your lead or if you have a case. Set up protection like Laptop Guns and mines,
but be aware that you may need to evacuate your base... so choose an area with
a suitable escape route. Also keep in mind that when setting up a base, don't
make one when you're behind. The other team must have an incentive to come to
your base... they won't if they're ahead.
- Never use ladders! When you climb up ladders, you leave yourself incredibly
vulnerable to attacks. Most places have several routes that lead to the same
area, so avoid climbing up these deathtraps whenever possible.
-WEAPONS-
Go for the good weapons and avoid the bad ones when you're playing in the
Combat Simulator!
-Best Weapon: Farsight XR-20
-Trap Weapons: Dragon, Proximity Mine, Laptop Gun
-Unexpectedly Good: Crossbow (Instant Kill), Mauler (Charge-Up Shot),
DY357-LX, N-Bomb
-Good Standard Weapon: RCP-120, Cyclone
-Also Good Standard Weapons: AR34, K7 Avenger, Super Dragon
-Good Explosive Weapons: Rocket Launcher, Slayer
-Also Good Explosive Weapons: Devastator, Super Dragon
-Unexpectedly Bad: Laser, Reaper, Shotgun, Callisto NTG (less so)
-Trick: Cloaking, X-Ray (opponents might think you have the Farsight)
-Annoying: Combat Boost, Tranquilizer, Punch, Disarm
-READER'S TIPS-
- Lodin Says: "The remote mines don't just stick to walls. Try tossing one on
your friends. You can also throw one on a FistSim and have him attack someone.
When he gets close to a group of people let them rip!"
________________________________________________________________________
- - - - - - - - - - - CO-OP/COUNTER-OP STRATEGIES - - - - - - - - - -
________________________________________________________________________
While playing the game by yourself is fun, it's even more fun to play the
Solo Missions with a friend (or a simulant if you don't have any). You can do
so in two different ways. The first option is to play on a team together and
help each other out in beating those difficult missions. The second is to go
head-to-head, one player taking the role of the player you play in the Solo
Missions and the other the enemy. Both are great ways to have fun with friends
in the Solo Missions, but both require some strategy as well.
~CO-OP STRATEGIES~
- Have a plan when you start out. Decide whether one person will tackle the
objectives while the other protects him, whether the players should split up
and meet after completing objectives, or both just try to complete the same
objective.
- Human buddies are a lot more helpful than Simulant buddies, because they can
do things the Simulants can't and you won't have to waste time telling them
what to do in the game.
- Adjust the Co-Op options beforehand. Radar is helpful to have in case you
get separated. Friendly Fire is best turned off so you don't harm your partner
if you fire their way. However, it will detract some from the realism.
~COUNTER-OP STRATEGIES~
- Heroes should speed through the level as quickly as they can. If they can
leave the Villain in their dust, they may not have a chance to catch up or
follow you to your new location. Always be on the move so it's harder to find
you.
- Heroes, be wary of the Villain's position. When he approaches, get ready to
kill him fast, or he may get in some damage.
- Villains shouldn't assault the Hero carefully... it'll just waste precious
time. Instead, charge in to battle. Surprise is the best, but don't spend too
much time on it or it won't be worth it.
- Villains, if you spawn far away from the action and it'll take a very long
time to get to the Hero, swallow a suicide pill. You'll die and re-spawn in a
new, possibly more convenient location.
- Villains only will take a couple shots to kill, so try to get in as much
damage as you can before you die. A great way to do this is with explosives,
which will damage the Hero severely.
________________________________________________________________________
- - - - - - - - - - - - - CHEATS WALKTHROUGH - - - - - - - - - - - - -
________________________________________________________________________
Cheats: everybody loves 'em, but everybody would rather just punch in a few
letters and have immediate access to them. However, good ol' Rare makes you
work for them, and by doing so, makes victory so much sweeter. As you probably
know, you can unlock a cheat by completing a certain level on a certain
difficulty in a super-fast time. And it's definitely not easy to do this,
especially for the more valuable cheats.
*SPEED TIP*: Keep in mind that strafing is faster than normal walking. Strafe
as much as you can to decrease your times.
~MARQUIS OF QUEENSBURY RULES~
Level: dataDyne Central - Defection
Difficulty: Special Agent
Time: 1'30"
This cheat will likely take you a few tries to get, because of several
variables such as enemies' aim, their positions, and your accuracy all play
critical roles in whether or not you suceed. Before you start moving, pause
the game and take out the ECM Mine. Now you're ready to tackle the challenge.
From your starting point of the helipad, jump off the side side that's to the
left of where you start (and a little bit forward). You'll drop down right
before the door leading into the next area. Ignore the guard behind you and
race throught he doors. Run by the guard up here, and down the ramp. Quickly
head to the Security Hub and throw your mine onto it (it takes a couple
seconds to throw the mine, so if you can time it just right, press the fire
button before reaching the hub). Pull out your Falcon (while moving) and head
back to the door and head down the stairwell. At the bottom is a guard, which
may be blocking the door. Shoot him, but don't do so if it'll slow you down.
In the office area, shoot the guard by the door switch. Next, pause and switch
to "Disarm", and enter Cassandra's office. Quickly knock her out and pick up
the necklace, then get out your Falcon 2 again and head to the left elevator.
It should be near the top, and press B to summon it. While you wait, kill any
threatening guards, but be ready to hop in as soon as it arrives. Once you're
inside, close the door. The elevator will annoyingly stop at every floor, but
this way is still quicker if you close the door before it gets a chance to
open. After going down two floors you'll head to the lobby. When the elevator
opens, get out and run downt he stairs. Unfortunately, the only guard that'll
be around now is the one near the Comms Hub door, although many more will
appear later. Kill him, pause, take out the ECM Mine, then enter the Comms Hub
room. This is the hardest part. You won't have time to take out the guards
inside, so just run over to the Hub and throw the ECM Mine. Pressing the fire
button before you reach the hub is almost necessary, because standing around
while guards are firing is not a good thing. As soon as it's attached, get out
your Falcon 2 and blast your way out of the room (there may very well be a
group of guards blocking your exit). Don't slow down at all between the Comms
Hub room and the elevator, even to kill guards. Enter the door on the other
side of the lobby and kill as many guards as you can while racing to the
elevator (it'd really suck to die here). It's only a few more steps to the
elevator, which as soon as you open will complete the mission.
~CLOAKING DEVICE~
Level: G5 Building - Reconnaissance
Difficulty: Agent
Time: 1'40"
Speed is key here... and cheating. When the level begins, strafe to the
left side of the room. The first guard should appear near the dumpster (if you
have good eyes, you can see the slight disturbance in the air long before he
appears, as he stands still for awhile). The second guard will most likely
appear to your left. If they both take too long to show up, you might as well
restart. The second guard will drop a keycard... grab it and rush to the brown
door. As you run down the hall, shoot the guard and open the next brown door.
As it opens, hit the switch behind the guard you just killed. Run into the
next room and into the glass area. The cloaked guards will now attack, so run
out into the middle of the room to motivate them. This is where you really
need to get lucky... hope they all appear fast so you can pick up the keycard
and jet out the door behind the glass. Enter the door, kill the patrolling
guard, and enter the next room. Kill every guard here; you don't want one
sounding the alarm. Head over to the left side of the room, up the stairs, and
down the walkway. Only crouch when you have to; stand up to move faster in
other spots. When Jo says it's time to use the CamSpy, get it out, but do not
send it into the meeting room! Instead hit A to switch back to Joanna, then
jump down off the walkway. Kill the two guards before they can reach the
alarm, then kill the next guard who'll come through the door (but don't wait
for him). Run up the stairs and head straight for the safe room. kill nay
guards you can on the way, but don't stop. When you get into the safe room,
pause and take out the Door Decoder. Place it on the terminal, then switch
over to the CamSpy. Take it into the meeting room now. The alarm will sound
and the timer for the safe will count down, but it won't count towards your
time as long as you watch the cutscene! Wait for the entire thing to finish
(the safe takes longer to open than the timer shows), then run into the safe
and grab the files on the right. Pull out a gun, and dash towards the newly-
created exit (run through the explosion if you have to). If you're really
fast, you'll get the cheat.
~INVINCIBLE~
Level: Area 51 - Escape
Difficulty: Agent
Time: 3'50"
This cheat may seem very hard if you don't know what to do. If you do know
what to do, you'll finish it with plenty of time left over. When you start the
level, head through the doors ahead. Hope they open quickly, because sometimes
they will and sometimes you'll position yourself poorly. If they don't,
restart (it's the beginning of the level anyway). Head out of the lab area and
down into the hall. Turn right, and quickly kill the Biotechnician in the
middle of the room. Forget the other one for now and head to the area where
you leave Elvis. As you come back up, the other Biotechnician will present
himself, giving you time to kill him while you run up. Head into the
containment lab on the right, but only kill one of the Biotechnicians. Head
down into the next room, and make a dash for the silver door in the back. Kill
any guards as you run by, but don't stop. Head down the walkway and kill the
guards on it. In the next room, meet up with Jonathan and pull out a Super
Dragon while he talks. Head back down the walkway, killing any guards that
might have caught up. Switch to the grenade launcher function and toast the
guards (which might include the Biotechnician you left earlier) on the other
side of the door. Run in, kill any other guards inside, and wait for Jonathan.
When he comes in, offer him protection like you normally would. As soon as the
wall explodes, run through (but wait for the flames to clear), kill the guard
ahead of you on the walkway, the jump off the ramp and go into the door
underneath it to see the cutscene. Skip it and head back out. Go up the ramp
and kill any guards (if you don't Jonathan will and will waste a bunch of time
doing it), then head back to meet up with Jonathan and Elvis. Kill the guard
up on the walkway behind you while they talk, then head up to the walkway as
they continue to talk. Kill any guards around, then wait for Jonathan and
Elvis to stop talking. Head over to the terminals that open the hangar doors,
and get ready. When the faster music starts, activate them both. As soon as
you open both hangar doors, you'll finish the level, hopefully with a new
cheat activated.
~UNLIMITED AMMO~
Level: Pelagic II - Exploration
Difficulty: Special Agent
Time: 7'07"
This cheat is pretty good, and as long as you don't waste time, it'll be
pretty easy to get. When the level begins, head over to the door ahead, open
it, and take a second to aim and shoot the guard in the head. Head down the
passage, and kill the guard around the corner. Target the next guard through
the door (with a head shoot), the burst inside and kill the rest of the guards
before they can hit the alarm button. When they're dead, head into the door on
your left and into the power room. Kill the guard in here, take out the
security camera, then put on the X-Ray Scanner. Quickly turn off the green
buttons, then run downstairs and shut off the power. Head back up the stairs
and back out into the passage. Go through the door to the left, then head up
the yellow stairs. Continue up the green stairs, and kill the two guards on
the landing. Continue up into the navigation room. Stand next to one of the
crew members to get him to shut off the power, then kill the loyalist. Go over
to the remaining crew member, the head back down both of the flights of stairs
(even before he finishes shutting it off). Head into the other door down here,
and work your way through the masses of guards. Then go inside the blue door
at the end on the left. In this passage, enter the door on the right wall.
Take the guards out (if there are any) from the doorway, grab the shield on
the crate to the left (it's worth the time spent getting it), then Press B
next to the computer on the right side of the room. Exit the room, go to the
left, go right, and enter the blue door on the right wall. Inside, go down the
stairs on the left wall, kill the guards at the bottom, and go through the
door. Go into the right door here. Head down the passages, but take the time
to kill the guards and destroy the security cameras. When you reach the
bottom, you'll meet up with Elvis. Leave the little blue guy in your dust and
go up the yellow stairs that lead to the navigation room. Don't go up the
green stairs, but instead into the door on the right. Head into the right
door. In the following series of passages, kill all guards (it's easiest to
kill them from the glass window on the doors) so Elvis won't get hurt. When
you see a blue door on the left wall, enter, and head to the left side of the
pool to complete the mission (you don't have to wait up for Elvis).
============================================
More of the Cheats Walkthrough Coming Soon!
============================================
________________________________________________________________________
- - - - - - - - - - - - - CHEESE GUIDE - - - - - - - - - - - - -
________________________________________________________________________
Sorry if this is a little cheesy (he he), but I've decided to include an
extensive guide to finding all those pieces of cheese. For those of you that
are unaware of the presence of cheese, there are many pieces of cheese found
in the game. In each level, there is a very well hidden piece of cheese.
Here's a guide to finding them all, thanks to Azz.
-MISSION 1-
Level 1: Activate one of the cheats that will allow you to gain access to an
explosive of some sort. Go down until you reach the part of the room with the
fan and light switch. Go on over to the Internal Comms Hub. Next to it is a
pillar. Shoot it with an explosive. Go down the ladder here, and look inside
the vents to find the cheese. Also, blowing up the walls in here may lead you
into Cassandra's office.
Level 2: This level's piece of cheese can be found in the last lab on the
left. Actually, it's the one behind the last one of the left (go through the
door in the back of the lab). Go forward and look on the floor. There's some
glass, and on some pipes on the other side is the cheese... I think.
Level 3: This is in the same location as in the first level (it is in the same
location, after all). You can use the Grenade in Cassandra's office to bomb
the wall on the right, or use an explosive from cheats.
-MISSION 2-
Level 1: The cheese in this level is located in the wine cellar, on one of the
wine racks. It's on the top shelf of the one that's right up against the wall,
and is rather hard to see. Thanks to Robbie for this one.
-MISSION 3-
Level 1: Enter the blue door on the wall behind the limo. Go downstairs, and
kill two of the guards, but disarm the third. He'll open the door to the bar.
Head to your left and into the bathroom. Inside the first stall's toilet is
the cheese.
Level 2: This is inside a vent near where you shut down the dampening field on
Perfect Agent. Thanks to Robbie for this one too.
-MISSION 4-
Level 1: Coming Soon
Level 2: You must play this level on Special or Perfect Agent to see this, and
it helps if activate a cheat that allows you have a weapon that will zoom
(specifically a Sniper Rifle). Head down to the Locker Rooms, but instead go
by them and into the hangar. Go up the ramp straight ahead, and go onto the
railing that goes above the hangar and into the ventilation shaft. Enter it,
but before you drop into the hole leading to the Locker Room, look ahead to
find the cheese.
Level 3: This is in the same place as Level 2. Playing on Special Agent or
higher, head past the area where Jonathan can be found on the Agent
difficulty, and continue through the doors until you reach the hangar
mentioned in the Level 2 guide. You know what to do from there (if you don't,
go back and read it).
-MISSION 5-
Level 1: This one is in an interesting location. COntinue down the tunnel
where the stewardess comes from and past the cable car loading area. Go up to
the very edge, and take out a Sniper Rifle (from cheats). An arrow-shaped
mountain seems to indicate where to look. Zoom down at the water to find the
cheese.
Level 2: The cheese here in below in the hold. Look near the escape pod. On
some of the equipment in this area is the cheese.
Level 3: Head towards the right side of the crashed Air Force One (the left
side if you're looking from the plane itself). Look through a crevasse on the
right wall, and you'll see a little speck of yellow. Upon closer inspection,
you'll see that it's the cheese! Use the Sniper Rifle to zoom in. This may be
hard to see because an invisible wall prevents you from getting a good viewing
angle.
-MISSION 6-
Level 1: Say goodbye to Elvis and head through the first door. Go down the
hall and enter the door at the end. This room has a pillar in it. Go over to
the other side and continue down the path. To the left is a door leading to
the Power room. Instead of entering, use this door as a cue to look down at
the floor. If any lights are annoying you, take them out. Inside a grate on
the floor is a big piece of that lovely cheese!
Level 2: Right at the start of the level, look to your right through the
window. On the ocean floor, near the rock wall, is a piece of cheese. You can
get a better view of it if you enter the first door and look through the right
wall.
-MISSION 7-
Level 1: Enter the door to your left at the beginning that the Skedar just
broke down. On the other side is a balcony overlooking the landing pad.
Directly to your right you'll see a ramp leading up to a shiny door. Go up it,
then turn around. Above the door you just came through, in a tiny crack, is
the piece of cheese. Just follow your nose, that piece of cheese has been in
the sun for quite some time.
-MISSION 8-
Level 1: Go down the elevator from the prison area to the hangar. Go up the
ramp to the hangar itself, then take a right towards the elevators going up.
Instead of going into them, take another right into the door. Crouch and look
on the ground in here. Near the entrance is a hole. In the back left corner is
a lovely piece of that famous Swiss cheese.
-MISSION 9-
Level 1: This is near to the shield in the dead end tunnel (the shield is only
found in Agent and Special Agent). Continue down the path after jumping the
chasm instead of going into the lair. Look through the crack (or use an X-Ray
Scanner) to find the cheese.
-SPECIAL ASSIGNMENTS-
Mr. Blonde's Revenge: Same as Levels 1 and 3 (Mission 1).
Maian S.O.S.: The Same Place as Levels 2 and 3 (Mission 4).
WAR!: The Same Place As Level 1 (Mission 9)
*More Cheesiness Coming Soon!*
________________________________________________________________________
___ __
/\---| _ \==================================/ \---/\
/ //\ | __/ -PART IV: ADDITIONAL HELP- / / / /\\ \
/_//_/-| |==================================/___/--\_\\_\
|/
The last part of this FAQ is for any other additional information I might
possess. The first section deals with tips you can use to improve your game,
such as using head shots and times to reload. The second part is more for fun.
It's for any Advanced Setups that would be fun to with. Send in your own or
try some there for maximum multiplayer pleasure. The next section is the
Frequently Asked Questions, where any commonly asked questions will be
answered. After that, you can get info on where and how to e-mail me, look at
the contributors to this FAQ in the Credits, or read my closing statement in
the final parts. Newly added is the Glitches & Tricks section, which is quite
interesting.
_______________________________________________________________________
- - - - - - - - - - - - ADDITIONAL TIPS - - - - - - - - - - - -
Here are a few good strategies and tips that I've learned and picked up
that'll improve your game and help you out in most of the levels.
1. Aim for Maximum Success
Head shots will deal much more damage than other shots, so take the time to
aim for the head if there aren't many enemies around. Head shots can usually
take out an enemy with one hit. If you're busy fighting, body shots will also
give out some good damage. Try to avoid limb shots.
2. Try Not to Attract Attention
In each level, no matter where it is, it's not in your best interest to
attract the attention of every guard in the area. If someone notices you, they
may fire a loud weapon or signal an alarm, causing other enemies to come to
their aid. Try using silenced weapons and moving softly whenever you can.
3. Duck and Cover
Ducking and finding cover from attacks is key. Ducking makes you a much
smaller target, so in any area that you won't be needing to move much (because
ducking slows you down a lot), it may be smart to duck. Also, when you face
enemies look for any crates or pillars you can hide behind while they fire at
you. When the fire ceases, jump out and unload a magazine of ammo at them,
then retreat back to the covered area to reload.
4. Look Around Corners
While aiming, press Left or Right C to move slightly over to the side. You can
quickly look around corners for any enemies. If there are some, you can peek
around the corner, shoot a couple shots at them, then retreat back in a quick
time.
5. Standing Still
If you stand still, enemies will have a greater chance of hitting you.
Instead, always keep on the move, especially when you have to stop firing to
reload. Strafing is the best choice to use for this.
6. Have a Full Magazine
It's a good idea to keep your weapon's current ammo at the maximum by
reloading whenever you have the chance. Whenever you're in a non-dangerous
location, take the time to reload. A full magazine may come in handy.
_______________________________________________________________________
- - - - - - - - - COMBAT SIMULATOR SUGGESTED SETUPS - - - - - - - - -
Have any setups that you like to use when you play multiplayer? Any good
ideas from readers will be posted here, along with credit given to the creator
of the scenario. I've also put some of my ideas down here for you to try out.
If you send one in yourself, be sure to include all the necessary components.
-CROCO's SUGGESTED SETUPS-
My setups tend to have some sort of theme to them. Feel free to use any
simulants you want, but I've suggested a simulant type or two to add in. It's
also fun to play with no simulants sometimes. If you have not unlocked a
certain weapon yet, feel free to double another weapon on the list. Enjoy.
SKEDAR BATTLES
Type: Combat
Level: Skedar
Weapons: Slayer, Mauler, Reaper, Mauler, Cloaking Device, Shield
Simulants: None/KazeSim
Limits: 10 kills, Unlimited Time
Variations: None
This setup has everything Skedar in it: Skedar Arena, Skedar Weapons, and two
other things, cloaking and shields, that the Skedar are strong in. The Maulers
are great weapons, but the Reaper's fast rate of fire makes it good once you
get it going. The Slayer adds some explosives to the mix. Whoever gets ten
kills will win. The KazeSim adds a sense of fear, but if you find that kills
are obtained to quickly you can play without it.
CARRINGTON'S VACATION
Type: Capture the Case
Level: Villa
Weapons: Falcon 2, AR34, Sniper Rifle, Laptop Gun, RCP-120, Shield
Simulants: None/JudgeSim
Limits: Score 10, Unlimited Time
Variations: None
Carrington has decided to play a friendly game of Capture the Case while
vacationing in his Villa, but it may not turn out so friendly when everyone
finds the Carrington Institute-made guns lying about. The Sniper Rifle allows
for Snipers to guard the case, but the other rapid fire weapons will be more
of a threat, especially the RCP-120. First one to ten points wins.
GHOST
Type: Combat
Level: Complex
Weapons: Cloaking Device, RCP-120, Cloaking Device, RCP-120, Cloaking Device,
Remote Mine
Simulants: FistSim
Limits: Unlimited Score, 10 minutes
Variations: One-hit Kills
Most anything you find in this level will allow you to cloak, so finding an
enemy may be tough. The RCP-120's can automatically cloak, but this consumes
ammo. Your best bet for taking out the RCP-120 holders is to surprise them
while cloaked or to cunningly plant some remote mines.
MMMM... FARSIGHT
Type: Combat
Level: Complex
Weapons: Farsight XR-20, Slayer, Laptop Gun, Cyclone, Mauler, X-Ray Scanner
Simulants: None/SpeedSim
Limits: Unlimited Score, 15 Minutes
Variations: None
I'm a big fan of the Farsight, and this setup shows one of my favorite ways to
play. Whoever gets their hands on the Farsight has a great chance of getting
in some great kills, especially if they plant a Laptop Gun nearby to protect
them. Other players can try using the Slayer to take out the Farsight holder,
but keep in mind that you have to stand still to use the Fly-By-Wire... and
Farsight Experts love people who stand still. I've also included some other
guns I like, along with the X-Ray Scanner so people can find the Farsight
holder... or trick others into thinking that they posess it.
-READER's SUGGESTED SETUPS-
CHAMPION SKIRMISH By: Azz
Type: Combat
Level: Villa
Weapons: Combat Knife, Slayer, RCP-120, Callisto NTG, Laptop Gun, Laser
Simulants: 8 of any type
Limits: Personal Selection
Variations: None
This setting is mainly an all-out war. The weapons are mostly powerful and
there's also the almighty Laptop/Sentry gun. The Villa is a big level, and
that equals big firefights if everyone is caught up together. There are lots
of good ambush points as well.
DIZZY WAR By: Andrew Minke
Type: Combat
Level: Skedar
Weapons: N-Bomb, N-Bomb, Crossbow, Crossbow, Tranquilizer, Tranquilizer
Simulants: 8 MeatSims
Limits: Unlimited Time, 100 Kills, No Team Score
Variations: The Skedar are gone. But all the people have gone crazy. They are
all dizzy and confused, and they won't stop. So Joanna has to defeat all of
them.
BLOOD BATH By: Marcus "Dark Sim" Huggins
Type: Capture the Case
Level: Fortress
Weapons: DY 357-LX, Laptop Gun, Farsight XR-20, Proximity Mine, Shield, Shield
Simulants: PerfectSims
Limits: Unlimited Time, Unlimited Score, 50 Team Score
Variations: None
A deadly game of Capture the Case in the already deadly Fortress Arena.
PerfectSims readily kill any player who doesn't stay frosty. Powerful weapons,
sentry guns, and proximity mines make it dangerous to go anywhere. A great way
to gain experience in the art of stealth. Also fun if you use Rocket Launchers
and/or Slayers.
POP A CAP, DATADYNE STYLE By: Phil N.
Type: Pop A Cap
Level: Grid
Weapons: Magsec 4, CMP 150, DY 357 Magnum, Super Dragon, Devastator, Shield
Simulants: NormalSim, SpeedSim
Limits: Unlimited Score, 10 minutes
Variations: None
This is an interesting setup featuring dataDyne weapons and dataDyne
characters. The author recommends giving the Simulants dataDyne Guard,
Trooper, etc. skins, while human players should take on the appearance of Mr.
Blonde, Trent Easton, Cassandra de Vries, etc. This setup also works well with
Capture the Case and Hold the Briefcase.
HING OF THE KILL By: Wesley
Type: King of the Hill
Level: Random (or any you prefer)
Weapons: Random (Laptop Gun, Proximity Mines, Slayer, Dragon, Falcon (Scope),
and Cyclone is recommended)
Simulants: NormalSims (or any other difficulty level you'd prefer)
Limits: 30-50 Team Score, 10 minute Time
Variations: 10-second hill, Stationary Hill
The key here is to have a lot of people running around (4 teams of 2 each is a
blast for you and a friend). Even with NormalSims, it takes quite a bit of
work to to get and hold the hill. Some hills are almost impossible to hold for
the necessary ten seconds total in this setup, hence the time limit (before
putting the time limit in, a friend and I played a game for over an hour
before losing).
SNIPER WAR By: Jesse Wiebe
Type: Combat
Level: Ravine
Weapons: Sniper Rifle, Sniper Rifle, Falcon 2 (Scope), Laser, Shield, Farsight
XR-20
Simulants: KazeSim, SpeedSim, VengeSim, NormalSim, PreySim, JudgeSim,
ShieldSim, FistSim (Set on Hard or Normal Difficulty)
Limits: No Time or Score Limit, Team Score 50
Variations: One-hit Kills, No Radar
My scenario doesn't really have any story or background... I just like
Snipers. Team 1 should consist of You, the VengeSim, the PreySim, and the
ShieldSim. Team 2 should consist of the KazeSim, the SpeedSim, the NormalSim,
the JudgeSim, and the FistSim.
N-LAPTOP GUN-N By: Michael
Type: Combat
Level: Complex
Weapons: Falcon 2, Laptop Gun, MagSec 4, Shield, N-Bomb, Laptop Gun
Simulants: 7 MeatSims, 1 PreySim
Limits: 15 minutes, 51 Team Kills
Variations: None
In order to distinguish the PreySim from the MeatSims, it is recommended that
you make the PreySim Mr. Blonde (so he stands out). As the title implies, the
two main weapons of this setup are the Laptop Gun and the N-Bomb.
OLD SCHOOL By: David Pham
Type: Pop a Cap
Level: Complex
Weapons: Castillo NTG, RCP-120, Laptop Gun, Dragon, Shield, and Mine (any
type, suggested Proximity)
Simulants: 2, JudgeSim and/or PreySim (or None)
Limits: Unlimited Time, 25 kills
Variations: None
This is an Old School game a la Goldeneye, with a maximum of four players
(preferably 2 human, 2 simulants), played in the classic Goldeneye level, the
Complex. The weapons are mostly pretty powerful, and there's also mines and
Laptop Sentry Guns to watch out for.
CHAOS By: Jim B.
Type: Combat
Level: Complex
Weapons: Proximity Mines, Remote Mines, Grenades, Rocket Launcher, Slayer,
Shield
Simulants: 4 RocketSims, 2 JudgeSims, 2 VengeSims
Limits: 150 Team Score, Unlimited Time, Unlimited Kills
Variations: None
Think 150 kills will take forever? Wrong! RocketSims will grab the Slayer,
find you, and turn you into a pile of smoldering flesh. Or they'll grab the
Rocket Launcher, lock on, and kill you that way. The JudgeSims and VengeSims
will make the battles even more frantic as they hunt down their helpless
victims. This becomes a "save your own butt arena with mines everywhere and
crap exploding."
SQUADS By: Mr. Cactus
Type: Capture the Case
Level: Area 52
Weapons: Magsec 4, K7 Avenger, Laptop Gun, Super Dragon, RCP-120, Proximity
Mine
Simulants: 4 NormalSims, 2 PeaceSims (Dark), 2 SpeedSims (Easy)
Limits: Unlimited Time, Team Score 30
Variations: Kills Score Off
LAY-Z WAR By: Brok
Type: Combat
Level: Fortress
Weapons: Farsight XR-20, Slayer, Laptop Gun, Proximity Mines, Dragon, Disabled
Simulants: None
Limits: 20 kills
Variations: None
What with all the modern technology, the common soldier is no longer
necessary. All the would-be Napoleons and Pattons sit in their rooms (the
upper lift rooms) and take pot shots at each other. Doors must be opened to
get ammo, set Laptop Guns, and throw Proximity Mines, but beware of the
terrifying Slayer rockets! Keep moving as well, because there is no escaping a
Farsight standing still. But don't move, because the Proximity Mines may
rearrange your face without asking. And don't stray too far or a Sentry Gun
will catch you unexpectedly.
THE PRESIDENT'S PRESS CONFERENCE, MK 1 By: Brok
Type: Hold the Briefcase
Level: Ravine
Weapons: Sniper Rifle, AR34, Shield, Sniper Rifle, AR34, Shield
Simulants: None
Limits: None
Variations: One-Hit Kills
Where the hell is the press? As the President walks around searching (he only
has a shield and a briefcase for looks), a Sniper lies in wait somewhere high
up and will try to kill the Pres. The two body guards accompanying Mr.
President carry their trusty rifles (AR34s). The President can only run when
he's being attacked. The first one to ten points win, based on the point
system of 5 for killing the President, one for bodyguards, and two for the
Sniper.
THE PRESIDENT'S PRESS CONFERENCE, MK 2 By: Brok
Type: Capture the Case
Level: Ravine
Weapons: Sniper Rifle, K7 Avenger, Proximity Mines, Shield, None, None
Simulants: None
Limits: Score 1 (optional)
Variations: One-Hit Kills
Tha ransom has been paid. The sensitive information has been left for the
terrorist to pick up, but he isn't satisfied. The same basic rules as MK 1
apply, except the bodyguards carry K7 Avengers, the terrorist throws Proximity
Mines, and the President must retrieve the sensitive information (the Sniper's
briefcase) and get back to the helicopter rendezvous point (his own briefcase)
before the terrorist wreaks vengeance from some country ending in "-stan".
WATCH YOUR BACK By: Tuggz
Type: Combat
Level: Felicity
Weapons: Mauler, Phoenix, Slayer, Falcon 2, Magsec 4, Remote Mines (or replace
one with Farsight XR-20)
Simulants: 2 NormalSims, 2 HardSims
Limits: 100 Team Score, No Time Limit
Variations: Anything You Want
This is an all-out protect yourself level with dataDyne and Skedar weapons in
the classic arena, Felicity. Even though there aren't many good places to
hide, here are a couple spots I found that will do. One is at the end of the
long hall in the back (inside the door), and another is by the bar near the
huge barrel in the room off the long hall. Using remote mines in these places
is great, but be sure not to kill your buddy. Remember, watch your back!
THE OLYMPICS By: Brok
Type: Combat
Level: Varies
Weapons: Varies
Simulants: Varies
Limits: None
Variations: Optional
Sure, we all know that the Olympics are gone, but for those of you with the
Games still in mind, relive it yourself! There are many events which are:
(feel free to add on to these)
-Biathlon: This is done in the Fortress, with several variations. The events
are running and -wait for it- shooting! The object is to open (and close
behind you) a door on the upper and lower levels of the four lift houses. They
get back...
*And grab a Sniper Rifle and aim at their team's remote mines placed on the
far wall before the start. First one to blow their's wins.
*Two runners, each with a Sniper on their team. Their sniper tries to knock
out the other runner. No shields, and/or one-hit kills optional.
-High Diving: In the Ravine, do you know that place where you can fall for
ages? Well, this is where we do diving! Have someone stand down at the bottom,
and you must land on top of them. Accuracy is the essence here. You can't get
off unless the divers have, say a Falcon to kill the spectator with.
-Shotput: This should be in an open area (perhaps the Temple) with Remote
Mines. Players stand with back and shoulder to the wall and throw a "shotput"
along the wall. When ten each have been thrown onto the ground, All players
stand above the furthest mine, and all detonate. When they respawn, the one
with a suicide count wins the match.
-Archery: Simply done with Crossbows without sights on screen. The players
have to turn a full circle between shots to disorient, and they can shoot at
bullet holes or some other marker from a distance.
*Thanks to all the contributors of these setups for sending your ideas in!
Anyone else can feel free to contribute their own, too!*
_______________________________________________________________________
- - - - - - - - - - - - GLITCHES & TRICKS - - - - - - - - - - - -
There seems to be quite a few Glitches and Tricks you can use to your
advantage in this game, so I've decided to start a section with them included.
If you know any other ones, feel free to send them in.
Laptop Gun in Firing Range:
In the Firing Range, you can complete challenges much more easily by using the
Laptop Gun. First, select the Laptop Gun. Go to any test, and hold B to switch
to its secondary function. Press Z to begin throwing it, but immediately press
start and abort the test. As soon as you do, press start again to get to the
weapons list. Select the test you're having trouble on. If you aborted and
selected a new test before you threw the gun, you'll toss it into the firing
range as soon as the new challenge starts. The Laptop Gun fires quickly and is
100% accurate, but doesn't have an unlimited supply of ammo.
Dragon/Crossbow:
In the level Air Base - Espionage, you can see this strange glitch... it's not
useful, but interesting nonetheless. Kill the first Alaskan Guard you see with
your Crossbow's Instant Kill function. Pick up the Dragon and use up all the
ammo. Take out your Crossbow, and shoot a bolt in front of you. go back to
your Dragon, and pick up the bolt. It'll say you picked up a bolt, but you'll
have a bullet in your Dragon instead.
Shoot Foster:
If you've ever wanted to kill that annoying Foster, you can shoot him as much
as you want with this trick. Go down to the firing range, and stand in the
doorway. Select a weapon (I prefer to use Throwing Knives and Crossbow Bolts),
and the door won't be able to close (because you're in the way). Shoot, blow
up, or impale Foster as much as you'd like now.
_______________________________________________________________________
- - - - - - - - - FREQUENTLY ASKED QUESTIONS - - - - - - - - -
Believe it or not, a lot of the time you may have a completely normal
question that many other people have. If a lot of people ask me a question,
I'll put the answer here so you don't have to e-mail me.
Q: How come I can't use the Laser/X-Ray Scanner in multiplayer? I've completed
the necessary number of challenges...
A: If you want to use these cool weapons, you must find them in the Solo
Missions first. After you've used them there, you can use them in multiplayer.
Q: How do I get on the HoverBike?
A: To get on the HoverBike, stand next to it and Double Tap B. If you want to
get off, simply Double Tap B again. That wasn't so hard, was it?
Q: How come I can't play the Solo Missions? I can only play Challenges!
A: Without the Expansion Pak, you can only access the Combat Simulator
Challenges and 1-2 Player Multiplayer. With it, you can play the Solo
Missions, 1-4 Player Multiplayer, Co-Op, Counter-Op, and access more options.
Q: How do I assassinate the Skedar Leader?
A: To kill it, you actually don't have to shoot it once. It's shields are too
powerful, but there is another way. The Skedar holy symbol above it is what
you have to shoot. When the Leader's shields turn green, look up at the holy
symbol. Part of it will turn silver. Shoot the parts until they fall off.
Continue doing this until all the parts are gone.
Q: How do I advance ranks in the Combat Simulator?
A: Many people are at high rankings, but many also are baffled at how they got
there. To get up ranks, you must have a certain number of kills, medals, ammo
dispensed, etc. However, concentrate on kills, as you'll usually complete the
other requirements as you go.
________________________________________________________________________
- - - - - - - - CLOSING/CREDITS - - - - - - - -
CONTACT INFO:
Have some questions about the game? Comments about my FAQ? Something I left
out? Info that I got wrong? If there's something you need to know or say about
my FAQ, be sure to:
E-mail me Questions or Comments- croco64@yahoo.com
Before you send me stuff, however, make sure you read this first:
1. Please look at the walkthrough before you send me questions! I made the
walkthrough for a reason. It was so you could look at it, not so you could
find my e-mail address and ask me what you want to know before you glance at
it. Be sure to check the walkthrough to see if it can answer your question(s)
before asking me.
2. When e-mailing me, put the words "Perfect Dark" or similar phrasing into
the title. That would help me a lot.
3. What you see is pretty much what you get. If you have a question regarding
something in Part 3 I haven't covered, I can't guarantee an excellent answer.
You'll have to wait until I update.
4. If you would like to help me out in my FAQ writing, feel free to send
anything that I missed in Part 2. Do not send any information regarding the
walkthroughs in Part 3 that I haven't gotten to, as it will definitely not be
accepted. If you send me something, be sure to include a name that you want me
to put you down as in the Credits section. If there is no name, than I can
guarantee your work will not show up here. Not all work will accepted.
Stuff to Send Me: If you have any multiplayer strategies you use or
multiplayer setups that you like to play, send 'em in. I'll appreciate the
help and if I accept your work, your name will go in the Credits section.
Poll: In addition to the favorite weapons poll I'm taking (send in your #1
weapon for the poll!), I'm also starting a favorite multiplayer level poll.
Send in your favorite level, and see the results in a few weeks.
Question to Ponder: If you have any Sections that you'd like to see updated,
request them to me and there's a greater chance you'll see more of that
updated in the future.
Help Wanted: If you're an expert at the firing range (i.e.- you've gotten all
the gold medals) and are willing to do it all over again, contact me. Note- I
don't need help writing how to get the medals but am interested in knowing
what weapons you must get golds with to get a Classic Weapon.
* * *
- CREDITS -
A special thanks goes out to this kind people for contributing to help make
my FAQ better and more fun and informative to read:
Azz: For the awesome Cheese Guide
DragonHunter7911: For the cool Challenge Completion trick.
Jim Skinner: For telling me what the Reverse Pitch does.
Shustmill: For some of the glitches.
Azurewrath: For the Combat Simulator Rankings Info.
* * *
Special Thanks to:
*Rareware- Excellent game, Rare, I'll be playing it for a long time to find
out the rest of the info I need for this FAQ.
*Perfect Dark- I got some of the descriptions from the game.
*Nintendo Power and Game Informer Magazines- Helped me with the game.
*The Instruction Booklet- I also got some of the descriptions from the manual,
as well as the Story.
*Richie, Ryan, and MathesSim for letting me kick their sorry ***es in
multiplayer.
* * *
These Sites have been given permission to use my FAQ:
*GameFAQs (www.gamefaqs.com)
*Video Game Strategies (www.vgstrategies.about.com)
*www.gamingplanet.com
*Neoseeker (www.neoseeker.com)
*Tim's Vault
*www.cheatcity.com
There are several other sites in which I've given permission, but these are
the main ones. I'd appreciate it if you contacted me if you see this FAQ
anywhere else.
Check www.gamefaqs.com for the most recent version of this FAQ.
* * *
COMING SOON: *Mission 3 in the Perfect Agent Walkthrough
*More Combat Simulator Challenges Explained
*More Multiplayer Arena Maps and Strategies
*More Firing Range Strategies
*More of the Cheats Walkthrough
* * *
-CLOSING STATEMENT-
"Perfect Dark is perfect!" This is a tasteless, overused semi-pun. However,
it couldn't be more true. While no game is perfect, Perfect Dark is almost as
close as you can get to obtaining perfection. This game has so much to do in
it, and it'll take an incredibly skilled player to be able to do it all. I
hope to update the guide with more info on how to complete everything in this
game. Just be patient and wait... perfection doesn't come easily.
This FAQ Has Been _______
__________ Brought To You By: /.\____/.\ / ___ \
/ /_____ _____ ______ _____ \________/ \ \ \ \
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